ConfigurationsForEveryone
Generates in-game configuration for Jotunn mods that ship none, letting you retune their items, pieces, and creatures.
About this mod Author’s original text
ConfigurationsForEveryone
A BepInEx plugin that automatically generates in-game configuration for Jötunn mods that ship without any of their own. If a mod adds items, build pieces, or creatures but gives you no way to tweak them, this plugin builds that config for you.
What Does It Do?
Many content mods register new items, pieces, and creatures through Jötunn but expose no settings, so their recipes, costs, spawns, and drops are locked to whatever the author hardcoded. ConfigurationsForEveryone scans everything those mods register and generates a full, server-synced configuration file for each one. Every entry shows up in Configuration Manager under its own mod heading, so you can retune content that was never meant to be tuned.
It was built primarily for the RtD mod family, which ships no configuration, but the discovery is generic and works with any mod that registers content through Jötunn.
What Gets Configured
Items
- Craftable on/off
- Craft amount (how many you get per craft)
- Crafting station and required station level
- Crafting costs (inline resource table)
- Upgrade costs per quality level, for items that can be upgraded
Build Pieces
- Buildable on/off
- Build menu category
- Crafting station
- Build costs (inline resource table)
Creatures
- Spawn enabled, biome, area, time of day, forest condition
- Spawn chance, interval, group size, maximum count
- Altitude and ocean depth limits, spawn height, required global key, required weather
- Hunt player, can spawn with stars
- Taming: can be tamed, food items, fed duration, taming time, spawns tamed
- Faction
- Drops (inline item / min-max / chance table)
Installation
This is a regular plugin, not a patcher.
- Install Jötunn (hard dependency)
- Download ConfigurationsForEveryone.dll
- Place it in your BepInEx/plugins/ folder
- Launch the game
On launch you'll see something like:
ConfigurationsForEveryone 1.0.0 loaded with 3 patch target(s), waiting for the main menu to discover content
✓ RtDLegends: 24 item(s), 0 piece(s), 6 creature(s) configured
✓ RtDMythics: 18 item(s), 2 piece(s), 9 creature(s) configured
✓ Generated synced config files for 2 new mod(s) under config/ConfigurationsForEveryone
Applied config to loaded content: 42 item recipe(s), 2 piece(s), 15 creature spawn(s), 15 creature taming, 15 creature drops
Configuration files are written to BepInEx/config/ConfigurationsForEveryone, one.cfg per discovered mod, named after that mod's GUID.
How It Works
Content from different mods becomes available at different times: some registers at the main menu, much of it only once a world loads. ConfigurationsForEveryone discovers content at each of those moments and configures each mod exactly once, then applies every setting to the live game data the moment the world is ready.
All settings are admin-only and registered for server synchronization, so on a dedicated server the host's values are pushed to every client automatically.
Technical Details
The plugin combines Jötunn registry discovery with live data patching. No mod files are ever modified on disk; every change is applied to the in-memory game data that mods register.
Discovery
Content is read straight from Jötunn's manager registries (ItemManager.Items, PieceManager.Pieces, CreatureManager.Creatures) by reflection and grouped by the source mod that registered it. Anything without a resolvable source mod is skipped. Discovery runs at FejdStartup.Awake, ObjectDB.Awake, and ZNetScene.Awake, and each mod is configured the first time its content appears.
Per-mod configuration
Each discovered mod gets its own ConfigFile under config/ConfigurationsForEveryone, registered with Jötunn's SynchronizationManager for server sync. A lightweight proxy plugin is created so each mod surfaces under its own heading in Configuration Manager, even though it never declared a config itself.
Deferred application
Recipes, crafting stations, creature food, factions, and drops all need ObjectDB and ZNetScene to
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: